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-rw-r--r--source/cAggressiveMonster.cpp154
1 files changed, 77 insertions, 77 deletions
diff --git a/source/cAggressiveMonster.cpp b/source/cAggressiveMonster.cpp
index e597bfed8..3fa61bb33 100644
--- a/source/cAggressiveMonster.cpp
+++ b/source/cAggressiveMonster.cpp
@@ -1,78 +1,78 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "cAggressiveMonster.h"
-
-#include "Vector3f.h"
-#include "cPlayer.h"
-#include "MersenneTwister.h"
-
-
-cAggressiveMonster::cAggressiveMonster()
- : m_ChaseTime(999999)
-{
- m_EMPersonality = AGGRESSIVE;
-}
-
-cAggressiveMonster::~cAggressiveMonster()
-{
-}
-
-//What to do if in Chasing State
-void cAggressiveMonster::InStateChasing(float a_Dt) {
- cMonster::InStateChasing(a_Dt);
- m_ChaseTime += a_Dt;
- if( m_Target )
- {
- if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
- {
- cPlayer * Player = (cPlayer *) m_Target;
- if(Player->GetGameMode() == 1)
- {
- m_EMState = IDLE;
- return;
- }
- }
-
- Vector3f Pos = Vector3f( m_Pos );
- Vector3f Their = Vector3f( m_Target->GetPosition() );
- if( (Their - Pos).Length() <= m_AttackRange) {
- cMonster::Attack(a_Dt);
- }
- MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
- } else if( m_ChaseTime > 5.f ) {
- m_ChaseTime = 0;
- m_EMState = IDLE;
- }
-}
-
-
-
-void cAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
-{
- cMonster::EventSeePlayer(a_Entity);
- m_EMState = CHASING;
-}
-
-void cAggressiveMonster::Tick(float a_Dt)
-{
- cMonster::Tick(a_Dt);
-
- m_SeePlayerInterval += a_Dt;
-
- if(m_SeePlayerInterval > 1)
- {
- MTRand r1;
- int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
-
- m_SeePlayerInterval = 0.0;
- if(rem >= 2)
- {
- if(m_EMState == CHASING){
- CheckEventLostPlayer();
- } else {
- CheckEventSeePlayer();
- }
- }
- }
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "cAggressiveMonster.h"
+
+#include "Vector3f.h"
+#include "cPlayer.h"
+#include "MersenneTwister.h"
+
+
+cAggressiveMonster::cAggressiveMonster()
+ : m_ChaseTime(999999)
+{
+ m_EMPersonality = AGGRESSIVE;
+}
+
+cAggressiveMonster::~cAggressiveMonster()
+{
+}
+
+//What to do if in Chasing State
+void cAggressiveMonster::InStateChasing(float a_Dt) {
+ cMonster::InStateChasing(a_Dt);
+ m_ChaseTime += a_Dt;
+ if( m_Target )
+ {
+ if(m_Target->GetEntityType() == cEntity::eEntityType_Player)
+ {
+ cPlayer * Player = (cPlayer *) m_Target;
+ if(Player->GetGameMode() == 1)
+ {
+ m_EMState = IDLE;
+ return;
+ }
+ }
+
+ Vector3f Pos = Vector3f( m_Pos );
+ Vector3f Their = Vector3f( m_Target->GetPosition() );
+ if( (Their - Pos).Length() <= m_AttackRange) {
+ cMonster::Attack(a_Dt);
+ }
+ MoveToPosition( Their + Vector3f(0, 0.65f, 0) );
+ } else if( m_ChaseTime > 5.f ) {
+ m_ChaseTime = 0;
+ m_EMState = IDLE;
+ }
+}
+
+
+
+void cAggressiveMonster::EventSeePlayer(cEntity *a_Entity)
+{
+ cMonster::EventSeePlayer(a_Entity);
+ m_EMState = CHASING;
+}
+
+void cAggressiveMonster::Tick(float a_Dt)
+{
+ cMonster::Tick(a_Dt);
+
+ m_SeePlayerInterval += a_Dt;
+
+ if(m_SeePlayerInterval > 1)
+ {
+ MTRand r1;
+ int rem = r1.randInt() % 3 + 1; //check most of the time but miss occasionally
+
+ m_SeePlayerInterval = 0.0;
+ if(rem >= 2)
+ {
+ if(m_EMState == CHASING){
+ CheckEventLostPlayer();
+ } else {
+ CheckEventSeePlayer();
+ }
+ }
+ }
} \ No newline at end of file